具体见! C, b) S! z9 p, o& q
- Y( H. d! k. @0 x" I7 m6 @% A
http://www.matrixgames.com/forums/tm.asp?m=3185062
1 f$ D; H' Q3 I
+ b% ~) _6 D+ @" a% j已经共享到岛群QQ和本论坛置顶资源帖
; p9 q. y* {2 h" i% z6 }5 U* R' t; A0 d
大量更新,详见列表:
1 x( p+ t# L- R( P4 w6 C8 T" e' M ?% c, o! H5 _
6 j4 K$ f9 |; k0 ^, T* u oChange History:
" X2 N7 y9 i1 {7 d- ?& MV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)" f/ h+ F( v8 p+ n# q* ~
1. Seventh Update – This release is a comprehensive release updating all previous
7 o. P, M0 i: i9 V/ Sversions to v1.01.17 beta
" i6 Q7 S7 h1 \$ ~& S+ s2. Code Changes
- I% l( p( y. T* Z/ S! q1 ]2 l9 YFixed$ n( l# b# D8 q6 n. {
1. Display of AF/Port icon between player saves based on player's intel% I- V7 H, O8 q8 v k
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
1 A5 m. a% N) H1 K) U5 u6 Mweapon list updated# W5 ^, ?' q& C. a& {( Y# \3 y+ a
3. Reported cargo/troop safety values incorrect when no cargo/troop space
- Q4 Z X8 j1 ]% N4 U# ?+ g7 n6 u4. Allow smaller 'reserve' space for small groups on ships
0 j7 {7 N! [$ Y) D5. Preserve some more data when swapping fragment and parent to prevent lost of parent+ G- q% E5 o4 j1 v* m' N
6. Correct attacking plane count before final post-air combat- P% G x0 h7 D6 _+ _+ J+ D5 Q4 Y
7. Pilot promotion may have occured in error sometimes
0 c* a) K- V# u: t/ N( Q8. Raid detect message sometimes dropped of the combat report7 {+ E3 y; N5 j7 @# ?( K* v6 \
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply2 c) P5 a) D! r0 f! u* O8 t0 t
generally% W. }5 P% l- q& \: U8 t7 W- R
10. Some pilot-leader connections were being corrupted
1 j8 E: z' X3 A5 j. \/ s11. Movement bug with following units due to incorrect move indicator. Seems to fix a few3 U# C2 B5 z, {
other move issues due to the incorrect indicator" o: @ ?; ?( G9 ^; Z
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
! b: X' N s+ I8 t, ]2 zdamage! G7 Y: @ g9 E
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
) X+ X% t1 p$ O2 c14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
; K6 a: U5 s! N w& d1 s7 j& B5 rdate sort- Q, N1 c, ?3 @5 V' T( M9 t+ H& ^
15. ASW groups not allowed to attack sometimes& M: R# @/ y5 J1 v8 }( w+ r( a
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
- s0 p$ W3 k$ P3 `+ h" [HQ/LCU to jump to reinforcement queue
/ n& a3 k6 V8 q7 M, W17. Bug in bomber intercept if too many rounds of fighter v fighter combat
- U/ [0 W8 V$ T2 A" r" X. ]18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed V+ j- K h* ]8 ~& w' b
at start of AE but crept back in sometime during updates1 h: o8 f2 o& a) o$ b
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
7 \6 R# [: `7 y; jfragment.0 d4 R+ b7 @ U7 p8 H% T; ?- C" H
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade: S% `' G1 Z3 l! l5 S7 e& Y+ p
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
4 L# I. E! q% {. sshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full4 v# a. Q3 z* |& l4 i- C
set
$ ]; O f2 w# l22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
' |% n& x2 A2 i8 p7 s% E23. Enabled 'z' to speed up all animations; was commented out in a few animation replays4 w l* U7 z7 U+ b
24. Bug caused F/FB to sometimes bomb at low altitude; Y! Z. E* s( Z
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
- `5 r/ x- s( \occurring properly.; K8 \) m) g: x6 r
26. Bug in Industry 'failed' indication not showing properly sometimes' v7 u" G2 n. m
27. Location check at scenario load to include small map sceanrios3 g5 M* v9 y* c
28. Bug in air supply to fragments in a non-friendly base hex
% |. ?( F* Y4 T2 G" l [29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was+ f) i: u$ s/ l" h
being set to homebase before execution of the mission – ie was returning to base: h3 {* a) [; L1 ^
immediately
5 S% J" c1 f/ ]9 k6 y30. Error in Strategic map display
! O) ?" t, H% h4 g31. Additional and stockpile options were not turned off when base was captured
( a6 |7 M6 |2 ?! ?" l9 z) b; e$ i9 V32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
5 V j# i0 b* Y+ x! G0 lmouse over! X; }( G" x7 s6 P" ~( k* P
33. Army experience being gained when not 100% prepared as per manual; changed to allow
9 J, L! ^8 V# O+ }0 j" s) Kchance to gain experience if >75% prepare and < 50% national exp level
" i9 A. d3 v* F: v34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to; z, ?6 j3 R s) T; M W3 v
alleviate the incorrect experience gaining happening while in reinforcement queue( x/ Z- e8 l1 }; Q! I' G
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
5 W2 C# M: b2 V+ q+ B7 jcaused unit to jump “off-rail” and move overland
( T. G( `8 C6 J6 C q36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ- k, ]$ v0 f4 Q! Y6 l
37. Excessive accident messages on unload from TF reported
0 ~9 T7 L; x1 L1 S38. Reworked editor sub-unit merging as some devices could drop off the unit list when
, o% v& e, ~1 pmerged causing smaller size unit than expected: y) @( Q8 G, U5 l
39. Corrected possible TOE error in scenario data load for inactive units
8 I) Y% K4 J- D, P/ A' D, P% b40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
* Z" ^3 ?' V0 Bhowever be allowed to do this.
! J$ Z# d& N- [1 g41. Possible CTD if sinking ship's load was a group8 r Y: M f4 q; Q+ m- j
42. Limit the number of devices built from resources per unit during LCU replacements; this
' l2 j$ O, C4 `6 jwas causing an over production for that turn
' O- |6 A2 e; K- o; y2 i43. Retain day/night setting when creating group fragments
# ~$ [( A/ ]- K2 l44. Adjusted supply and fuel values in base list not to overrun the space9 U& w0 P0 A& s7 ?+ q
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but! g+ E% z3 ~( w% J% G2 s
added YMS to Sweep TF in line with manual and code4 ?: ]. a/ k6 J% ]+ }8 t
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the$ H! S8 a5 M2 S2 A+ v$ z
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
8 ^8 U" O5 S' m1 b O! Lrebuilding of destroyed units is not affected by this.
4 b$ |/ l+ s0 l. A# l5 }: u47. Carrier capable and trained text not showing together on Group screen
) p, z6 Q/ A ]+ i48. Handle any blank re-name changes by ignoring them9 E3 e. K! P( |
49. Possible CTD when air fragments combine
! S5 _! T; d; v2 C4 W" V3 Z' c50. Unloading TF can freeze a LCU onto a ship under some conditions, U# g6 N) k5 ~: ^- t
51. AI not behaving if main HQs missing (affects small map mainly)% W5 k! i; V- l$ ~' [, ~" H
52. AI using AGC for normal land units – removed from TF if not needed
0 h. c c0 r) E) J53. Soviet activation message not in Ops report" n6 K% J) [' O% z7 b
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
& @: r5 M2 [( ?& C55. Clear Soviet air balance if not activated. Possible incorrect base switching' w& V% p( H+ R9 I6 }1 |# R
56. Sub attack against docked TF not happening for port size <3
! r# Z& P1 m) r57. Unit type changing unexpectantly
0 r6 p) P' @# b! q" k) J( L58. Torpedo replacement on plane sometimes is missed& R; n' Y. e- f6 a" X" O/ c
59. Double handling of overstacked supply requirements
- R+ F+ \1 e& o4 N; ~60. Fixed alternate weapons for port attacks
: {& B* y4 G7 G2 W7 K0 |( J61. Corrected weapon system damage to show after combat on ships in port rather than wait till! T0 L7 O, r) G1 g
sometimer in the ship repair cycle.' ], J" O9 q" B( |9 q# E
62. Ship tonnage over 32K could cause repairs to fail
7 W3 X7 s# V; ANew2 n R: r9 \/ B: t) q. W
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
" L* @. J; M; j" }port
" H: t% ~) ^. C1 L# f) H2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
; f0 G# X3 K& ]: b6 z% V [( CTenders not counted. F4 f8 s+ l6 L5 z* M
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
# W8 K: r. h3 Y; N, U4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
0 H% N! w( d: \0 dto remove damaged ships from TF$ A2 z1 t5 c& H& I5 m! U
5. New filter for “non-building” devices in Industry pool screen( q4 _$ l" w7 S. Q5 \: D$ X
6. New filter for “non-building” aircraft in Air Replacement pool screen4 |( E; j- v& \/ O0 M+ n' Y
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
! c) s4 \: A% o Q6 a, Amines (^) detected
7 H/ g( E* c9 s8 G1 Z8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the, i: B1 h- y9 b$ c
‘button6..’ image files, then these will be shown. If not, by default there are shown as
. [# l) a n7 i* ?) W; Q& gstandard parachute unit icons3 n' \! J1 I5 o; F G
9. Air/port damage and building is shown in base mouse over$ k) W3 N$ G4 F/ q. G
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on+ Y, A' @% o5 y- X) M& E
11. TF can be routed to stay within coastal hexes as much as possible6 c% Y/ A, i: J0 {* X
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
$ ]$ z1 I& ^, ~) C L1 e0 q, C13. Added option on group and LCU reinforcement screen to turn off replacements
# K2 i3 ]* x/ |: K14. Current base can get supply returned to it when reserve planes returned which were* a; }$ [9 d3 a" \5 e" C6 @
originally supplied from another base" M. x" j& j( V% R/ @/ r& i/ v
15. Unit type filter on Troop Loading screen
n- A& i# n) p; H: |16. Report killed ground units if not in combat report
6 {$ R9 K, H; E2 U- |6 S @Changed
5 r, u6 j+ O+ Q9 n$ t/ Y0 H1. AF of 8+ have AV support doubled for purposes of determing support for air operations3 ?' h$ o- Z' ^3 M* }) M2 b: S. y
(complements fix 18 above)
0 }- c" b1 R: @" Z2. Permanently increased pilot array to 70K
0 w' g% q4 q2 x4 G3. Increased number of air combat rounds are a factor of total aircraft involved
: M% z) k$ v4 o0 N9 M- W) L' f4. Allowed submap to submap movement if land connected for land units. Should have been
9 ~4 |$ r4 O8 h" f/ V% h2 j0 G" [5 wso as per Andrew Brown
! t9 H0 F& }- E' K- J" I9 k7 Z0 x8 Q5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message w5 n1 W% C, E" c" n
delay toggle instead! A- \9 \1 G- h8 `7 R) U8 \
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the# F4 l+ i/ F9 k0 [" z, R. D9 z
maintenace a bit more
T: ]7 R8 c3 X1 e" J7. Support device replacements won't decrease the overall experience of LCU units. This does# I5 U% T$ i7 d% t: y
not alter the overall EXP change due when any replacements are received.- W5 C6 v2 a' b1 H
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
" p; y) ^2 T& T% {: C% Zbetween the two but could break current games.
' A; q D, K5 O0 F E: w4 R3 Q3 W9. Some LCU Prep points may be retained if unit is experienced @+ E# F# C: g. Y9 b8 W, m
Notes: X. d8 h, P! G$ |! p
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario: s. P' ~$ g8 O
should not change player or HQ, even if not in play. These original HQs are used by the AI6 Q. Q. U* a: C f1 j+ ? P. T
routines so changing or deleting them can put the AI off. Changing other elements should
' j$ k* S9 U( j* j* G8 A2 zbe okay.
+ ~2 T# j% z. M( @2. Clarification to weapon filters for aircraft:
7 }8 D d: B- I6 c' VPM_NAVAL_ATTACK 2 // used for naval attacks8 t7 ?0 U6 u! J
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement). j6 F' V7 s: e/ G: }! ^, i
PM_LAND_ATTACK 8 // used for land (ground) attack
; [& h- X% t8 a( X% ]PM_PORT_ATTACK 16 // used for port attack& b! D; C, R5 I6 A
PM_AF_ATTACK 32 // used for AF attack4 M4 [( Q) I" o& L( P
Dropped any reference to secondary values for land and AF as they served no special use.1 v( l' Z1 B% _2 D! \
Clarification changes
1 e. b. X' b, ]& |# T1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
6 y3 @# ^7 l1 d# B1 Vbases are those defined as having an original Soviet hex ownership of SOV_UNION (90)," }5 Y- m$ p5 h* a) X+ Q
MONGOLIA(91) or TANNU_TUVA(92).0 ^# F/ [( @) e" O6 \4 D" g
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases4 n8 R" u- o0 ?( B4 ^
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
8 Y# N8 P0 o& m5 I- F2 [c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases7 U. {# E; K# `- N
after Soviets are activated, but can’t move
; f0 x; e) U# Cd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
7 T% l- x$ K2 Rdisbanded in port.
1 A2 k; P8 s2 |! T# `e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
2 T, W8 |: I, q; H R' H8 Q5 ?f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |